User login

Poll

I downloaded the ETQW demo and....
...I'm too busy playing for polls.
14%
...it's awesome.
43%
...it's okay, I expected better.
14%
...I'm lost in the valley, anyone have a map?
0%
...my machine won't run it. :-(
29%
Total votes: 7

Who's online

There are currently 1 user and 22 guests online.

Online users:

Welcome to RUST | Gamedesign.net

Quake II mapping still lives. Panzer and Jester release "I/O"

Submitted by Gard on Mon, 2005-06-27 22:11.
The crazy mapping duo of Panzer and Jester are at it again with "I/O" (nandb_03), a small tourney-style map with a Tron-esque theme. The map uses the typical N&B scheme of minimalistic textures, geometrica-styled brushwork, and esoteric design to bring you something a little different for your Quake 2 fraggin' pleasure. As mentioned above, the map was designed for tourney-style play, but features a deathmatch item loadout for those who want to place it as is on a server. A symmetrical and straightforward layout offers an incredibly fast-paced game with four players and an almost mind-numbing experience with six to eight players when you realize there is no place to hide no matter where you go. So, get a copy and get to fraggin'!

Recently though, RUST was able to get a quick interview with Panzer and Jester. We asked the guys a few questions to find out what's up.

RUST: Why do you still map in Quake 2?

Panzer (AKA NEAL): I still map for Quake 2 because I feel like I actually know what I'm doing. The newer games use a lot of shader technology that I just haven't taken the time to learn yet. I say "yet" because there are a lot of games that interest me, but none that have grabbed hold of me like Quake 2 did.

JESTER (AKA BOB): I'm still mapping in Quake 2 because of the simplicity of creating maps for the game. There are so many resources that have to be considered in new games that it seems very time consuming and, ultimately, it might not be as fun.

RUST: What have you done here, that may have not been possible in other games?

PANZER (AKA NEAL): I think we have taken a game that was pretty much left for dead and injected some new life into it in the form of the Quake 3 Aren- influenced geometrica-style for the brushwork and the use of faux shaders since Quake 2 doesn't use true shader technology. I also think that creating maps for an older game has pushed our imaginations in a manner that would not have been possible with a game like Quake 3 Arena or Doom 3. We had to sit down and say "I want this, but Quake 2 doesn't do it." Then, we actually figure out a way to make it happen. It's all part of the fun for me to make something happen that the player never expects to see.

JESTER (AKA BOB): I got to say "ditto" to his response. All the extra stuff like shaders in the newer games is really great, but the challenge of making something similar work in a game where they are not supposed to is fun in itself.

RUST: Where did the inspirtation for this level come from?

PANZER (AKA NEAL): The inspiration for this latest level came from too much time playing Tron 2.0 Killer App on the XBOX. I've wanted to make something similar but needed a testbed of sorts to see how it would run in the engine. We are taxing the engine pretty heavily with the transparancies in some and with void style maps in others, but to add them together...that is another story and I needed to see how this would work first.

JESTER (AKA BOB): I get my inspiration from Buddah. Just kidding! I get my inspiration for mapping from many different things. Other games, screenshots of levels, and music to name a few. Sometimes it is just from messing with the editor and coming up with a shape I like. There just seems to be no magic button that inspires me, it just sort of happens.

RUST: Is Quake 2 mapping a good place for newbies to start learning about mapping?

PANZER (AKA NEAL): I would say it is, but then again, I've been doing this with QERadiant for four and a half years now. It's easy to forget how frustrating it was in the beginning, but what a new mapper would have in using the Quake 2 engine that they might not get somewhere else is a highly experienced mapping community that are willing to answer questions and help someone new as opposed to the sometimes arrogant mappers of newer games that just don't have the time or are unwilling to make the time to help someone other than themselves.

JESTER (AKA BOB): I have to agree. There is a lot of help available out there for the beginner. There are many places you can go for help if you run into a snag. In addition to this, if you just want to learn the basics of brush creation and getting a couple of maps under your belt, you don't have to learn any of the complex shader technology in the newer games. Stuff like that can be frustrating for newcomers and slows down the process of learning brush manipulation and getting a finished product ready for distribution.

RUST: So, what's next for you guys?

PANZER (AKA NEAL): I guess we do what we have been doing all this time. Make maps that push the engines of the games we choose. We have considered moving to a newer game, but we haven't decided what game that will be; so for now, expect at least a few more N&B maps to roll out for Quake 2 in the near future though.

JESTER (AKA BOB): I got to use the bathroom...
RUST | Gamedesign.net is your source for all the latest game-editing news and tutorials. If you are seeing this message, this means that you are using a browser that does not support CSS. Please upgrade your browser and enjoy your stay at RUST and if you have any questions, comments, or suggestions, please contact a site administrator.